Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 4 |
Since 2006 (last 20 years) | 4 |
Descriptor
Game Based Learning | 4 |
Intervention | 4 |
Computer Games | 2 |
Computer Software | 2 |
Foreign Countries | 2 |
Instructional Effectiveness | 2 |
Student Attitudes | 2 |
Teaching Methods | 2 |
Achievement Gains | 1 |
Affective Behavior | 1 |
Children | 1 |
More ▼ |
Source
International Journal of… | 4 |
Author
Publication Type
Journal Articles | 4 |
Reports - Research | 3 |
Reports - Evaluative | 1 |
Tests/Questionnaires | 1 |
Education Level
Elementary Education | 2 |
Secondary Education | 2 |
Grade 6 | 1 |
Grade 7 | 1 |
High Schools | 1 |
Intermediate Grades | 1 |
Junior High Schools | 1 |
Middle Schools | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
de Vero, Ivo; Barr, Matthew – International Journal of Game-Based Learning, 2023
Designing an intervention that can effectively develop critical thinking skills is challenging because of the problems of transfer and domain specificity. The authors describe the design and development of a text-based game that could teach players important critical thinking skills in the domain of history. This was achieved by combining Schon's…
Descriptors: History Instruction, Game Based Learning, Critical Thinking, Thinking Skills
Medeiros, Pâmella; Felden, Érico Pereira Gomes; Zequinão, Marcela Almeida; Cordeiro, Paola Cidade; Dias de Freitas, Kamyla Thais; Libardoni dos Santos, João Otacilio; Cardoso, Fernando Luiz – International Journal of Game-Based Learning, 2020
The objective this article is to verify the effects of an intervention program with exergames on the motor performance of children aged 8 to 10 years. The study included 64 children divided into experimental group and physical education group. The motor intervention used in this study was an exergame program with 18 sessions lasting 45 minutes…
Descriptors: Exercise, Game Based Learning, Video Games, Program Effectiveness
Gutica, Mirela; Petrina, Stephen – International Journal of Game-Based Learning, 2021
Evaluating the subjective playing experience and engagement in learning is important in the design of advanced learning technologies (ALTs) that respond to the learners' cognitive and emotional states. This article addresses students' attitudes toward an educational game, Heroes of Math Island, and their responses to the emotional agent, an…
Descriptors: Educational Games, Mathematics Instruction, Student Attitudes, Grade 6
Gatzoulis, Christos – International Journal of Game-Based Learning, 2020
This paper presents a pilot study on the evaluation of instruments for data gathering for an epistemic game development competition for high school students. The initial results show that a significant percentage of the students who participated in the competition appear to exhibit a skillset of professional attitude, software-related knowledge,…
Descriptors: Epistemology, Teaching Methods, Game Based Learning, Computer Software